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by angersock
3688 days ago
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We learned basic vector arithmetic back in highschool doing our own gamedev stuff, and it's pretty straightforward. The use of matrices as "mapping" one space to another likewise so. Any approach that ignores the relevant parts of linear algebra, though, is probably going to collapse under its own weight as things get more complicated--experiencing that collapse may be interesting from a learning perspective, but I suspect it is not needed. The real problem is that the useful parts of linear algebra--for graphics anyways--may never be seen before college, and even then they may be presented in the abstract form which prevents their utility from being realized. Really, any 3D primer should just assume no familiarity with the subject, and then teach exactly those bits which are relevant to computer graphics. |
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When I teach graphics to 3rd-year college undergraduates, I tell them "this is what all that point-and-vector stuff you learnt in high school was really meant for". They've usually forgotten it all, but it comes back to them quickly, and the matrix stuff on top of that isn't very hard, so I can get them up to speed pretty quickly.
Most CS degrees require linear algebra, which talks about vector spaces, gaussian elimination, diagonalization, rank, which is all useless for graphics! Too bad that course is usually relegated to the math department, which doesn't know how fun and useful a small subset of linear algebra is!